Method awarding playtime proportional to test results

ABSTRACT

A method for awarding playtime credit proportional to positive performance on educational testing. The method records correct answers to academic questions, such as math, as credits towards time allowed on an attached electronic play device. The amount of time earned or awarded is determined by the number of correct answers provided in response to displayed questions.

CROSS-REFERENCE TO RELATED APPLICATIONS

This patent application is a Continuation-in-Part (CIP) of U.S. patentapplication Ser. No. 15/293,197, filed Oct. 13, 2016, patent applicationpublication 2017/0084119, which is a CIP of patent application Ser. No.13/975,346, filed Aug. 25, 2013, patent application publication2013/0347020, which is a CIP of patent application Ser. No. 13/605,954,filed Sep. 6, 2012, patent application publication 2013/0059645,entitled “Apparatus Awarding Playtime Proportional to Test Results,”which claims priority to U.S. provisional patent application havingapplication No. 61/573,341, filed on Sep. 6, 2011, entitled “Test 4time.” All the patent applications identified immediately above in thisparagraph are hereby incorporated by reference.

BACKGROUND OF THE INVENTION Field of the Invention

The present invention relates generally to controlling display andaccess to electronic devices, and more particularly, to controlling timeavailable to play electronic games, watching television, or using otherelectronic devices.

Description of Related Art

It is well-known that children enjoy playing video games and watchingtelevision. Many parents worry about the time their children spendduring a day playing video games and watching television. If notmonitored, some children will spend all their leisure time playing videogames and watching television. Additionally, many parents worry theirchildren are spending too much time playing video games, playing ontheir smart phones or computers, and watching television, and notspending enough time on educational games and activities.

Accordingly, there exists a need to incentivize children to engage ineducational activities while still limiting the amount of time childrenspend playing video games, using their smart phones or computers, andwatching television.

ASPECTS AND SUMMARY OF THE PRESENT INVENTION

In order to achieve these goals, one aspect of the present invention isto utilize a children's desire to play video games, use their smartphone or computer, and watch television as means for encouragingeducational activities.

Another aspect of the present invention is to award or reward childrenfor positive performance on educational activities.

A further aspect of the present invention is to enable a child topractice his or her educational skills and be awarded playtime forsuccessful performance on educational activities without the necessaryinvolvement of a parent.

Another aspect of the present invention is to enable children to earn“playtime currency” or credits by successfully completing educationalactivities.

An additional aspect of the present invention is to build children'sself-confidence and improve their fundamental math skills in adding,subtracting, multiplying and dividing, which will allow children to moreeasily move up the ladder of a mathematics curriculum.

Another aspect of the present invention is to provide an electricalpower controlling apparatus that can be used on a myriad of electricallypowered toys and games to control the amount of time children play onsuch toys and games.

A further aspect of the present invention is to provide a video ordisplay signal output controlling apparatus that can be used on a myriadof video output games to control the amount of time children play onsuch electronic games.

Another aspect of the present invention is to control the amount of timea child spends using their smart phone, computer, or smart television (atelevision capable of downloading software applications, similar to asmart phone).

In order to achieve these aspects and others, a first embodiment of thepresent invention is implemented as a mobile application (app) for usein blocking other apps on mobile devices, such as tablets andsmartphones. Similarly, the method can be used similarly as an app foruse on computers, computer tablets, and “smart tv's” (a televisioncapable of downloading software applications, similar to a smartphone)to block other apps in a similar fashion to the mobile devices, such asblocking apps like Netflix®, in a similar fashion for apps used ondesktop and laptop computers.

An app is a software application designed to fulfill a particularpurpose. The Test 4 Time app is downloaded to the device to be used. Asdiscussed, one embodiment of the present invention is downloaded to amobile device, such as a tablet or a smartphone. Another embodiment ofthe present invention is used with a “smart tv”, wherein a smart tv hasthe ability to download, store and run software applications (apps).”

When first downloaded, the Test 4 Time app will present the initial user(parent or responsible party) with a list of the applications found onthe mobile device, smart tv, laptop computer or desktop computer. Theinitial user can then choose which applications they want the end user(child) to have to earn time on (block) by placing a check mark in a boxadjacent to the application in the list. Those applications with a checkmark are the ones targeted by the Test 4 Time's method of askingeducational questions and translating correct outcomes into earned playtime on the device. Once enough questions are answered correctly and theearned play time is deemed sufficient by the end user, they press the“play” button found on the screen and the desired application is nowaccessed. When they have used all the allotted (earned) time, theapplication will close and a statement of “Out of Time” will appear onthe screen. At that point the process of answering questions can beginagain.

The method of the present invention can be implemented as a mobileapplication (app) for use in blocking other apps on mobile devices, suchas tablets and smartphones. Similarly, the method can be used similarlyas an app for use on “smart tv's” to block other apps in a similarfashion to the mobile devices, such as blocking programs like Netflix®,in a similar fashion for apps used on desktop and laptop computers.

An app is a software application designed to fulfill a particularpurpose. The Test 4 Time app is downloaded to the device to be used. Asdiscussed, one embodiment of the present invention is downloaded to amobile device, such as a tablet or a smartphone. Another embodiment ofthe present invention is used with a “smart tv”, wherein a smart tv hasthe ability to download, store and run software applications (apps).Another embodiment of the present invention is downloaded or installedon a desktop or laptop computer.

On the “Parent Menu” page of the Test 4 Time app a parent or guardian ofa child selects apps the parent or guardian wants the end user, such asa child, to be required to correctly answer educational questions toaccumulate time for use of that selected app on that selected device.When the user selects one of the apps the parent has designated forblocking, the Test 4 Time appears on the screen and presents a user withage appropriate questions. The age appropriateness of the questions foreach child user (if more than one) is set by the parent or guardian onanother page of the “Parent Menu”. After being rewarded time for everycorrectly answered question, the child can hit the “Play” button whichsends the user to the selected app for that amount of time. With twominutes left of the time accumulated the screen will display a “twominute warning” which will allow the user to pause the app currentlybeing used and go back to the Test 4 Time's question section to earnmore time. If the user chooses to bypass the two minute warning and letthe time expire, the screen will revert to the screen where the originalapp choice was made by the user. The process can then start over if theuser decides to engage a different app for instance. A parental passcodeallows a parent to bypass the questions if they so chose.

Another embodiment of the Test 4 Time functions in conjunction with anactivity tracker. An activity tracker is a device or application formonitoring and tracking fitness-related metrics such as distance walkedor run, calorie consumption, and in some cases heartbeat and quality ofsleep. In this embodiment, a parent is able to use another page of theparent menu to choose a certain level of activity that must be achievedto allow the use of the desired device, such as a video game console,cable box, TV, mobile device, smart tv, etc. Once the user has achievedthe required level of activity a wireless connection between theactivity tracker and the Test 4 Time will engage the Test 4 Time'squestion protocols, similar to the above description regarding mobiledevices. This embodiment will also allow a parent to access the parentpage and to choose how much time on the device or app should be allowedfor a given amount of activity. For instance, the parent can choose toallow the device to be used after activity only. An example would be 60minutes of game time for 2,000 steps. Another example would be that theparent can choose that 2,000 steps must be completed AND THEN the Test 4Time questions must be answered. In this embodiment, completing theactivity tracker's goal act as an “on” switch for the Test 4 Time'squestions.

A further embodiment of the present invention functions in conjunctionwith an electronic pill dispenser. A wireless connection between thepill dispenser and the Test 4 Time requires that a daily pill takerrequires a patient to take their medication before the video signalwould be released to the desired device. The goal is to motivate apatient to take their daily medications. So many times life threateningsituations arise because medications are forgotten. Patients in assistedliving situations have daily help, but many times are just in theirhomes without help. Their main source of daily “entertainment” orengagement is watching TV. This embodiment of the present inventionrequires patients have their daily medications dispensed from theelectronic pill dispenser before the video signal is released to the TV,which is reset daily.

In a further embodiment, playtime controlling software is included aspart of the parental controls on a provider's cable box, a video gameconsole, (such as Xbox or Playstation), or a smart television (such aspart of Samsung's or Vizio's parental controls).

The playtime controlling software can part of what is called a launcher,which is an app that rearranges the home screen on a smart phone, ipad,or computer in a way the operator desires. This option is configured forAndroid and iOS operating systems. An operator, such as a parent, canarrange games into one area, then have their kids do math questions tobe able to unlock that portion of the launcher. This embodiment, incontrast to the previously discussed earned playtime by answering mathquestion, parents set a number of questions that must be answered (say30) before their kids would be allowed the access the gaming apps. Thentheir kids can play as long as they want, but the kids would have to dothe math problems before they could play gaming apps.

Another embodiment of the present invention enables the playtimecontrolling software to be included in Apple's® iOS or Android's®parental control software so having a downloadable app wouldn't benecessary.

Another embodiment enables the playtime controlling software to bedownloaded or installed into the router or other wifi component toenable a parent to control children's access to the internet via aremote master controller, such as a smartphone.

The foregoing has outlined, rather broadly, the preferred features ofthe present invention so that those skilled in the art may betterunderstand the detailed description of the invention that follows.Additional features of the invention will be described hereinafter thatform the subject of the claims of the invention. Those skilled in theart should appreciate that they can readily use the disclosed inventionand specific embodiments as a basis for designing or modifying otherstructures for carrying out the same purposes of the present invention,and that such other structures do not depart from the spirit and scopeof the invention in its broadest form.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a playtime award apparatus configured inaccordance with a preferred embodiment of the present invention;

FIG. 2 is a block diagram of the user interface shown in FIG. 1;

FIG. 3a is an electrical block diagram of the user interface shown inFIGS. 1 and 2;

FIG. 3b is an electrical block diagram of the power controller basestation shown in FIG. 1;

FIG. 4 is a block diagram of a layout configured in accordance with afirst embodiment of the present invention;

FIG. 5 is a flowchart of a preferred method of the present invention;

FIG. 6a is a top view of a lockbox configured in accordance with anotherembodiment of the present invention;

FIG. 6b is a top view of the lockbox shown in FIG. 6a with the top open;

FIG. 6c is a side view of the lockbox shown in FIGS. 6a and 6 b;

FIG. 7 is a block diagram of a layout configured in accordance withanother embodiment of the present invention;

FIG. 8a is an electrical block diagram of the user interface shown inFIG. 7;

FIG. 8b is an electrical block diagram of the output display controllerbase station shown in FIG. 7;

FIG. 9 is a block diagram of a layout configured in accordance withanother embodiment of the present invention; and

FIGS. 10a through 10f illustrate displays configured in accordance witha further embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring now to the drawings, FIG. 1 illustrates a block diagram of aplaytime awarding apparatus 11 configured in accordance with a firstembodiment of the present invention. The apparatus 11 includes a userinterface 12, a power controller base station 14, and an electronic playdevice 16. A user 10, such as a child, utilizes the user interface 12 toanswer test questions and obtain playtime credits for using theelectronic play device 16. A display on the user interface 12 displays ascreen message, such as “Welcome to Test 4 Time”. “Let's Earn Some FunTime”. Next, the user interface 12 generates random questions for aselected educational topic. For example, if the subject is math, theuser interface 12 generates random math questions, such as“45+22=_(——————)”.

The user 10 enters an answer using a keypad, touch screen, or otherknown input device. If the answer is correct, the user interface 12records the correct answer and generates another question. If the user10 answers incorrectly, a new question is generated without accumulatingany playtime credit. It is up to the user 10 to answer as many questionsas they want up to a pre-set time limit. The user interface 12 recordsthe number of correct answers and uses a pre-set multiplier to determinethe amount of earned time, and then transmits, preferably wirelessly,the amount of earned time to the power controller base station 14. A“parental control” function is included to set the amount of earned timefor each question answered correctly. Thus, if the user 10 answers 20questions correctly and the multiplier is set at two minutes per correctresponse, 40 minutes of time will be earned, and that information istransmitted to the power controller base station 14. Different levels ofdifficulty for different ages are included.

In other embodiments, the user interface can be a commercial smartdevice, such as a smart phone, iPhone®, iPad®, iPod®, or other devicehaving an input, output display, and wireless transmission capabilities.A computer software application can be downloaded to these devices andused in place of a customized built handheld user interface 12.Similarly, the user interface 12 can be programmed to have separateaccounts for different users, and these separate accounts could bepassword protected.

The power controller base station 14 contains a standard AC powerreceptacle that the desired play device 16 will plug into for power,such as a video game. The power controller base station 14 also has apower cord exiting the unit that will plug into a standard AC wallsocket. A button that says “FUN TIME” is included on the user interface12. Depressing the “FUN TIME” button causes “earned” time information tobe transmitted to the power controller base station 14. Using theexample from above, a 40 minute credit is sent from the user interface12 to the power controller base station 14. The power controller basestation 14 then allows the electric current to flow to the electronicplay device 16, such as a video game or television. A timer will countto 40 minutes and at the end of the 40^(th) minute the power will be cutoff to the electronic play device 16 receiving power from the powercontroller base station 14. The counter can be in either the userinterface 12 or the power controller base station 14. The user interface12 includes an external timer on its display screen so the user 10 canalways reference how much time is left in that session. To give the user10 a chance at an uninterrupted gaming experience, at two minutes beforetheir time is finished an alarm will sound on the user interface 12. Theuser 10 will have the ability to pause and save the game they areplaying so more time can be earned.

FIG. 2 illustrates a block diagram of the user interface 12 shownFIG. 1. A user 10 interacts with the user interface 12 by via aninput/output device 20, such as a keypad and liquid crystal display(LCD), on the interface 12. While a display and keypad are the preferreddevices for enabling a user 10 to interact with the user interface 12,other known input and output devices can be used, such as a touchscreen. A subject matter source 22 electrically connected to theinput/output device stores data for questions and answers fromeducational subjects, such as math, science, English, social studies,geography, or any other desired subject. The subject matter source 22further includes a random question generator for providing individualquestions from an educational subject selected by the user 10.

The input/output device 20 and subject matter source 22 are bothelectrically connected to a question selector and validator 24. Thequestion selector and validator 24 compares the inputted answers witheach question to determine if a question was answered correctly based ondata received from the subject matter source 22. A credit accumulator26, electrically connected to the question selector and validator 24,receives a signal from the question selector and validator 24 when aquestion is answered correctly. The credit accumulator 26 records andtabulates a running total of the number of correctly answered questions.

A value tracker 28 is electrically connected to the credit accumulator26. When the user 10 wants to begin playing on the electronic playdevice 16, the user 10 inputs a request to the user interface 12 tobegin using the electronic play device 16, and the credit accumulator 26sends a signal to the value tracker 28 providing the number of questionsanswered correctly. The value tracker 28 then multiplies the number ofcorrectly answered questions by the time value assigned to eachquestion. Thus, for example, if two minutes are assigned to eachcorrectly answered question, and the user has accumulated 20 correctlyanswer questions, then the value tracker 28 sends a signal to the powercontroller base station 14 that the user has earned 40 minutes ofplaytime.

FIG. 3a is an electrical block diagram of the user interface 12 shown inFIGS. 1 and 2. The user interface 12 is preferably designed to behandheld. The user interface 12 includes an input device 102, such as akeypad or touch screen, which is electronically connected to amicrocontroller 108. A portable power source 104, such as batteries,provides power to the microcontroller 108 and other components of theuser interface 12. An output device 106, such as an LCD screen, iselectrically connected to the microcontroller 108. A wirelesscommunication device 110 also is electrically connected to themicrocontroller 108. The subject matter source 22, question selector andvalidator 24, credit accumulator 26, and value tracker 28 preferably areprovided by and controlled by the microcontroller 108. Themicrocontroller also controls the input device 102, output device 106,and wireless communication device 110.

FIG. 3b illustrates an electrical block diagram for the power controllerbase station 14 shown in FIG. 1. The power controller base station 14includes an alternating current (AC) to direct current (DC) converter122 to provide power to a microcontroller 128. The AC to DC converterreceives 120 volts AC power from a standard AC wall socket to via a120-volts AC-in 124 connector, such as a standard power cord, to whichthe power controller base station 14 is connected. The 120-volts AC-in124 also is connected to a switch or relay 125, such as a MOSFET, forallowing AC power to flow to a 120-volts AC-out socket 126 which isexternally located on the power controller base station 14. A power cordfrom the electronic play device 16 is to be connected to the 120-voltsAC-out socket 126.

The microcontroller 128 is electrically connected to the relay 125 forcontrolling the flow of AC power to the 120-volts AC-out socket 126. Awireless communication device 130 also is electrically connected to themicrocontroller 128 for communicating received wireless transmitted datafrom the user interface 12.

FIG. 4 is a block diagram of a layout configured in accordance with oneembodiment of the present invention. Illustrated are the user interface12 and the power controller base station 14. The user interface 12 andthe power controller base station 14 communicate via a wirelesscommunication 13. The power controller base station 14 is connected toand powered by a standard AC wall socket 15. An electronic play device16, here a video game 17, has its power cord 19 plugged into the120-volts AC-out 126 external socket of the power controller basestation 14. The video game 17 has a video output 23 connected to thetelevision 21.

A lockbox 27 is attached to the power controller base station 14 andencloses a plug 29 of the power cord 19 from the video game 17. Thelockbox 27 prevents the plug 29 from being removed from the powercontroller base station 14 by an unauthorized user and plugging in thepower cord 19 directly to the wall outlet 15, thus avoiding the powercontroller base station 14 in order to continue playing the video game17 after the power controller base station 14 terminates power to thevideo game. The lockbox 27 includes an aperture small enough for thepower cord 19 to pass through, but not the plug 29. The lockbox 27 ispreferably locked using a key lock.

FIG. 5 is a flowchart of the preferred method of the present invention.Beginning at Start 40, the process next retrieves the current total ofcredits for questions answered correctly at step 42, and then displaysthe total credits at step 44. If the user 10 elects not to use availablecredits next at step 46, the process proceeds to step 48 and inquires ifthe user wants to add credits. If the user selects no, the processreturns to step 44, and if the user selects yes to adding credits, theprocess proceeds to step 50 wherein the system displays test menu andrequests an educational test category, such as math, geography, orscience. The process next moves to step 52 wherein the user 10 selectsthe educational test category, and the system displays a test questionand the user 10 enters his or her answer to the question. The format forthe questions can be fill-in the blank or multiple choice, dependingupon the subject matter.

The process moves next to step 54 to determine if the entered answer wascorrect. If the answer was correct, the process proceeds to step 56 toaccumulate credits, and then to step 58. If an incorrect answer isentered, the process moves directly to step 58. At step 58 the processinquires if the user desires to answer more questions to gain additionalcredits. If the user selects yes, the process returns to step 52; and ifthe user selects no, the process moves directly to step 60. At step 60the system prompts the user to use credits. Next, at step 62, if theuser inputs no to using credits, the process returns to the main menu atstep 44; if the user desires to use acquired credits at step 62, theprocess proceeds to step 64.

The process moves to step 64 in response to the user selecting yes touse acquired credits at step 62 or selecting yes to use credits at step46, discussed above. At step 64, the process begins supplyingelectricity to the electronic play device 16, such as a video game, orproviding an output display signal to a display device, such as atelevision. The process moves next to step 66 to check if the creditsare still available after using the first increment of time, which forexample, could be 2 minutes. So, if each credit is good for 2 minutes,20 credits would allow 40 minutes of playtime. The system would thencheck every two minutes to determine of time credit is still available.If credits are still available, the system move to step 68 to decrementa credit; if no credits are left at step 66, the process moves to step72 to disable power to the electronic play device 16 or stop feeding thedisplay signal to the device. From step 72, the system proceeds back tothe main menu at step 44.

If credits are still available at step 66, the process proceeds to step68 to decrement a single credit. If there is only one credit left atstep 68, the system issues an audio alert and a visual alert on theoutput device 106 of the user interface 12 to alert the user that timeis running out, and the user should save the game and logout. From step68, the system proceeds to 70 wherein the system updates the display onthe output device 106 to keep the user 10 advised of the available timeleft. From step 70, the process returns to step 64, and the processcontinues until the time credits are used up or the user inputs on theuser interface 12 that he or she desires to terminate play before allthe available playtime credits have been used.

FIG. 6a illustrates a top view of a lockbox 200 configured in accordancewith another embodiment of the present invention. A lid 202 is shownhaving a user interface 220 with a display 222 and an input keypad 224secured to the lid 202. The user interface 220 includes an electroniclock for securing the lid 202 to the bottom 204 (FIGS. 6b and 6c ) ofthe lockbox. The lockbox 200 is sized to receive multiple handheldelectrically powered games. Access to the lockbox 200 is gained byanswering a predetermined number of educational questions on a userinterface 220 to open the lockbox 200 and be able to take out electronictoys stored inside. The user interface 220 is similar to the userinterface 12, except the user interface 200 unlocks the lockbox 200instead of transmitting data to the power controller base station 14when a predetermined number of correct answers are achieved by a user.

FIG. 6b is a top view of the lockbox 200 with the lid 202 opened orremoved, and exposing the bottom 204 of the lockbox 200. Inside thelockbox 200 on the bottom 204 is a power strip 206 having multiple poweroutlets 208. During the evening and/or when the lockbox is closed withone or more electronic toys inside, the electronic toys are plugged intothe sockets 208 of the power strip 206 to charge. The power strip 206receives power from a wall socket 210 external and separate from thelockbox 200. A power cable 211 from the lockbox 200 is plugged into thewall socket 210 to provide power to the power strip 206.

FIG. 6c is a side view of the lockbox 200 shown in FIGS. 6a and 6b . Thebottom 204 and the lid 202 of the lockbox 200 shown in FIGS. 6a and 6bare illustrated.

FIG. 7 illustrates a block diagram layout 300 of another embodiment ofthe present invention. A user 310 is shown having a user device 312,similar to user device 12. An electronic play device 316, such as avideo game, has it video display output signal connected to a displayoutput controller base station 314. The display output controller basestation 314 is electrically connected to a display device 318, such as atelevision. A user 310, such as a child, utilizes the user interface 312to answer test questions and obtain playtime credits for using theelectronic play device 316. A display on the user interface 312 displaysa screen message, such as “Welcome to Test 4 Time”. “Let's Earn Some FunTime”. Next, the user interface 312 generates random questions for aselected educational topic. For example, if the subject is math, theuser interface 312 generates random math questions, such as“55+32=_(——————)”.

The user 310 enters an answer using a keypad, touch screen, or otherknown input device. If the answer is correct, the user interface 312records the correct answer and generates another question. If the user310 answers incorrectly, a new question is generated withoutaccumulating any playtime credit. It is up to the user 310 to answer asmany questions as they want up to a pre-set time limit. The userinterface 312 records the number of correct answers and uses a pre-setmultiplier to determine the amount of earned time, and then transmits,preferably wirelessly, the amount of earned time to the display outputcontroller base station 14. A “parental control” function is included toset the amount of earned time for each question answered correctly.Thus, if the user 310 answers 20 questions correctly and the multiplieris set at two minutes per correct response, 40 minutes of time will beearned, and that information is transmitted to the display outputcontroller base station 314. Different levels of difficulty fordifferent ages are included.

In other embodiments, the user interface can be a commercial smartdevice, such as a smart phone, iPhone®, iPad®, iPod®, or other devicehaving an input, output display, and wireless transmission capabilities.A computer software application can be downloaded to these devices andused in place of a customized built handheld user interface 312.Similarly, the user interface 312 can be programmed to have separateaccounts for different users, and these separate accounts could bepassword protected.

The display output controller base station 314 contains a standarddisplay input, such as a “Video In” port that will electrically connectto the “Video Out” port of the desired play device 316, such as a videogame. The display output controller base station 314 preferably receivespower from a standard AC wall socket. A button that says “FUN TIME” isincluded on the user interface 312. Depressing the “FUN TIME” buttoncauses “earned” time information to be transmitted to the display outputcontroller base station 314. Using the example from above, a 40 minutecredit is sent from the user interface 312 to the display outputcontroller base station 314. The display output controller base station314 then allows the video display output to pass from the Video_Out portof the electronic play device 316, though the display output controllerbase station 314, and to the Video_In port of the display device 318,such as a video monitor or a television. A timer will count to 40minutes and at the end of the 40^(th) minute the display outputcontroller base station 314 will prevent the display signal from passingthrough to the display device 318. The counter can be in either the userinterface 312 or the display output controller base station 314. Theuser interface 312 includes an external timer on its display screen sothe user 310 can always reference how much time is left in that session.To give the user 310 a chance at an uninterrupted gaming experience, attwo minutes before their time is finished an alarm will sound on theuser interface 312. The user 310 will have the ability to pause and savethe game they are playing so more time can be earned.

FIG. 8a is an electrical block diagram of the user interface 312 shownin FIG. 7. The user interface 312 is preferably designed to be handhelddevice. The user interface 12 includes an input device 302, such as akeypad or touch screen, which is electronically connected to amicrocontroller 308. A portable power source 304, such as batteries,provides power to the microcontroller 308 and other components of theuser interface 312. An output device 306, such as an LCD screen, iselectrically connected to the microcontroller 308. A wirelesscommunication device 311 also is electrically connected to themicrocontroller 308. The subject matter source 322, question selectorand validator 324, credit accumulator 326, and value tracker 328preferably are provided by and controlled by the microcontroller 308.The microcontroller also controls the input device 302, output device306, and wireless communication device 311.

FIG. 8b illustrates an electrical block diagram for the display outputcontroller base station 314 shown in FIG. 7. The display outputcontroller base station 314 includes an alternating current (AC) todirect current (DC) converter 322 to provide power to a microcontroller328. The AC to DC converter 322 receives 120 volts AC power from astandard AC wall socket to via a 120-volts AC-in 324 connector, such asa standard power cord, to which the display output controller basestation 314 is connected. A Display Signal In (such as Video_In) port326 located on the outer surface of the display output controller basestation 314 is electrically connected to a switch or relay 325, such asa MOSFET, for allowing an output display signal from an electronic gamedevice to flow through the display output controller base station 314 toa Display Signal Out (such as Video_Out) port 327 on the outer surfaceof display output controller base station 314 to a display device 318.The microcontroller 328 is electrically connected to the relay 325 forcontrolling the passage of a display signal from the Display Signal Inport 326 to the Display Signal Out port 327. A wireless communicationdevice 330 also is electrically connected to the microcontroller 328 forcommunicating received wireless transmitted data from the user interface312.

FIG. 9 is a block diagram system layout configured in accordance withanother embodiment of the present invention. A display signal outputport 350 of the video game 316 is electrically connected via a wirecable to the display signal input port 352 of the display outputcontroller base station 314. A display signal output port 354 of thedisplay output controller 314 is electrically connected via a wire cableto a display input port 356 of a television 318. The display signalports 350, 352, 354, and 356 preferably are standard video, RGB, or HDMIconnector ports. Similar to the user interface 12 and the powercontroller base station 14, the user interface 312 preferablycommunicates with the display output controller base station 314 via awireless signal 358.

In accordance with the present invention, the display signal output port350 and the display signal input port 352 both include plug cable locksin order to prevent the plug 362 or the plug 364 on the display signalcable 360 from being disconnected in order to avoid the display outputcontroller base station from terminating a player's use of the videogame 316. The ports 350 and 352 include video port locks such as theTargus PA492U DEFCON VPCL—Video Port Combination lock to prevent theplugs 362 and 364 from being removed by unauthorized users.

FIGS. 10a-10f illustrate display screens of an electronic device, suchas a smartphone or computer tablet, configured in accordance with afurther method of the present invention. FIG. 10a illustrates an image,view, or screen shot 402 showing user accounts that are created andidentified of the electronic device 400, such as children's names. Fromthis screen 402, the users who use of the electronic to device 400 areto be controlled by a game control program or playtime controllingsoftware that is downloaded to data storage of the electronic device400.

FIG. 10b illustrates a screen shot 404 of the display screen 401 showingan example of games and other access controlled programs that arecapable of being blocked by the playtime controlling software on theelectronic device 400. The programs that are to be controlled by theplaytime controlling software are selected by checking a selection box.An administrator, such as a parent with a master password, selects theprograms that are to be controlled by the game control program. Theadministrator preferably has a master password for controlling thesettings of the playtime controlling software. For example, theadministrator can change the educational level of the questions, andalso set the educational level of questions to different levels fordifferent users. Different users, such as students, have differentlogins and passwords so that the appropriate educational level ofquestions are asked for different users, as determined by theadministrator.

FIG. 10c illustrates a screen shot 406 of the display screen 401 of thesmartphone 400 displaying an example math problem for a user to answercorrectly to playtime user credits. FIG. 10d illustrates a screen shot408 generated for parents to input a code that permits the parents tochange the grade level, time remaining, and total time for each childoperating the device 400 which is controlled by the playtime controllingsoftware of the present invention.

FIG. 10e is a screen shot 410 generated for parents to set the maximumamount of time a child can earn in one session. Additionally, FIG. 10fprovides an example of a screen shot 412 generated when a parentselected app is chosen by a child and no time has been banked or earned.

Of course, the screen shots illustrated in FIGS. 10a-10f are onlyexamples of the possible screen shots available in accordance with themethod of the present invention.

While specific embodiments have been shown and described to point outfundamental and novel features of the invention as applied to thepreferred embodiments, it will be understood that various omissions andsubstitutions and changes of the form and details of the inventionillustrated and in the operation may be done by those skilled in theart, without departing from the spirit of the invention.

The invention claimed is:
 1. A method for awarding time usage credits onan electronic device having a display proportional to correct answers toeducational questions on the electronic device before interaction withdesignated programs on the electronic device is permitted, said methodcomprising the steps of: downloading playtime controlling software frominternet to an electronic device having a display, wherein theelectronic device includes an input, a microprocessor, a memory, anddata storage; installing the playtime controlling software in theelectronic device; initiating the playtime controlling software storedcompletely within the electronic device; displaying a list of accesscontrolled programs on the display of the electronic device that arecapable of being blocked by the playtime controlling software, whereinthe accessed controlled programs are stored completely within theelectronic device; selecting at least one of the access controlledprograms via the input of the electronic device to be blocked by theplaytime controlling software; displaying educational questions on thedisplay to be answered correctly, wherein the educational questions arestored completely within the electronic device; entering answers via theinput to the educational questions; storing time usage credits in thedata storage of the electronic device based proportionally upon numberof correct answers being entered into the input in response to thedisplayed educational questions; requesting to play via the input of theelectronic device at least one of the selected access controlledprograms; enabling a user of the electronic device to play the at leastone of the selected access controlled programs for a time periodcorresponding to the stored time usage credits; and wherein computerfunctions necessary for performing the steps of downloading, installing,initiating, displaying the list of access controlled programs,selecting, displaying the educational questions, entering, storing, andenabling are performed solely by the electronic device.
 2. The method ofclaim 1, wherein the electronic device is a smart phone.
 3. The methodof claim 1, wherein the electronic device is a computer tablet.
 4. Themethod of claim 1, wherein the electronic device is a desktop computer.5. The method of claim 1, wherein the electronic device is a laptopcomputer.
 6. The method of claim 1, wherein the electronic device is asmart television (tv).
 7. The method of claim 1, further comprising thestep of: displaying a user list to add and select users of theelectronic device.
 8. The method of claim 7, further comprising the stepof: logging into the electronic device to identify a user operating theelectronic device.
 9. The method of claim 1, further comprising the stepof: displaying amount of time usage credits available.
 10. The method ofclaim 1, wherein the electronic device is an electronic game device. 11.The method of claim 1, further comprising the step of: sounding anaudible alarm from the electronic device when time period available leftto play is below a predetermined minimum value.
 12. The method of claim1, further comprising the step of: displaying on the display a correctanswer based upon an incorrect answer being inputted into by a user. 13.The method of claim 1, further comprising the step of: displaying on thedisplay an inquiry for additional educational questions to be displayedand answered.
 14. The method of claim 1, further comprising the step of:setting the difficulty level of the displayed educational questions tobe answered.
 15. The method of claim 14, further comprising the step of:setting the difficulty level of the displayed educational questions tobe answered corresponding to a specific user.
 16. The method of claim 1,further comprising the step of: providing an administrator login forparental controls to adjust parameters of the playtime controllingsoftware.
 17. The method of claim 1, further comprising the step of:terminating an operation of the at least one of the access controlledprograms when available time usage credits is exhausted.